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10/12/06 - USPTO Class 482 |  55 views | #20060229163 | Prev - Next | About this Page  482 rss/xml feed  monitor keywords

User interactive exercise system

USPTO Application #: 20060229163
Title: User interactive exercise system
Abstract: System and method for interactive video game fitness equipment. Fitness hardware (e.g., an exercise bicycle, a stair machine, treadmill, elliptical trainer, rotary climbing wall, or other fitness equipment) interacts with a video game, optionally via various devices, e.g., a PC, gaming console, or other hardware and/or software device or system capable of implementing an interactive application), for an immersive hybrid exercise/game user experience. (end of abstract)



Agent: Black Lowe & Graham, PLLC - Seattle, WA, US
Inventor: Rolland M. Waters
USPTO Applicaton #: 20060229163 - Class: 482008000 (USPTO)

Related Patent Categories: Exercise Devices, Having Specific Electrical Feature, Monitors Exercise Parameter

User interactive exercise system description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20060229163, User interactive exercise system.

Brief Patent Description - Full Patent Description - Patent Application Claims
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PRIORITY CLAIM

[0001] This application claims priority to U.S. Provisional Application Ser. No. 60/551,366 filed Mar. 9, 2004, incorporated by reference in its entirety herein.

COPYRIGHT NOTICE

[0002] This disclosure is protected under United States and International Copyright Laws..COPYRGT. 2002-2005 HeartRate Games, Inc. All Rights Reserved. A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.

FIELD OF THE INVENTION

[0003] This invention relates generally to computer and video game technology and, more specifically, to video games played with and/or through fitness equipment.

BACKGROUND OF THE INVENTION

[0004] Currently people are forced to exercise indoors on fitness equipment without any interactivity, resulting in a boring experience that requires significant willpower to start and continue, resulting in considerable lack of motivation to keeping in shape, much less form healthy exercise habits. In the preferred embodiment the problem is solved by turning exercising on a piece of fitness equipment into an interactive, exciting, and motivating video game experience.

[0005] Another existing problem is active or fitness games have yet to penetrate the home in any significant degree; while an arcade game can be successful enough to support a proprietary solution, no single game, or even small set of games, is sufficient to motivate the consumer to make a substantial hardware purchase. Industry-wide support must be shown before most consumers will adopt a platform.

[0006] The current market solutions are inadequate. Proprietary solutions generally target niche markets and may consist of a proprietary hardware device, such as a bicycle or treadmill, an interface, and some proprietary software that runs the application; the user is require to supply the platform, usually a personal computer (PC). These solutions are closed, meaning there is absolutely no support for their devices other than from a few choice partners, and their costs force pricing high far above the mass-market.

[0007] Other approaches rely on the use of existing games that do not work off-the-shelf as fitness games. Further, because the devices do not provide a way to equally compare the effort put forth by two competitors, these devices can't be used for head-to-head competition or even friendly training.

[0008] In prior devices, there is no feedback from the device, so they cannot be used for interactive games or competitive events, and the settings of speed and incline or resistance are absolute, not relative, which means that a given workout is only good for someone within a narrow fitness range. Someone more fit than that range will find the workout too easy; for someone less fit the workout is too hard.

[0009] The preferred embodiment is based in part on two observations: most people find aerobic exercise boring and active games are very popular in arcades.

SUMMARY OF THE INVENTION

[0010] The preferred embodiment describes generic interactive fitness equipment using a rear-wheel trainer used with a bicycle interfaced to a personal computer (PC). The fitness equipment interaction happens in concert between the fitness hardware and a host device, e.g., a PC, game console, or other hardware and/or software device or system capable of implementing an interactive application.

[0011] Alternative embodiments include an exercise bicycle, a stair machine, treadmill, elliptical trainer, rotary climbing wall, or other fitness equipment, whether common or esoteric.

BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Preferred and alternative embodiments of the present invention are described in detail below with reference to the following drawings.

[0013] FIG. 1 is a conventional bicycle installed in rear-wheel trainer;

[0014] FIG. 2 is a the blue cover of the fly wheel on a rear-wheel trainer;

[0015] FIG. 3 is the view of the fly wheel with the cover removed;

[0016] FIG. 4 is a view of the inside of the fly wheel cover showing the reflective infrared sensor;

[0017] FIG. 5 is a close-up view of the assembly under the front wheel;

[0018] FIG. 6 is a the start of an example interactive fitness game;

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